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* Because all of these individual parts have different anchor points, we would be unable to properly scale and rotate our final mii because each piece would scale and rotate around its individual anchor point. THEREFORE you should build up your mii, and store the resulting parts into it's OWN image file and then you can do whatever you want with your newly drawn mii image.
* Because all of these individual parts have different anchor points, we would be unable to properly scale and rotate our final mii because each piece would scale and rotate around its individual anchor point. THEREFORE you should build up your mii, and store the resulting parts into it's OWN image file and then you can do whatever you want with your newly drawn mii image.
** To do this in GRRLIB, you would use the GRRLIB_CompoStart(); command, build up your mii parts, and then finish with GRRLIB_CompoEnd(200, 160, texturename) which will store your resulting mii into a new image called "texturename". You could then rotate, skew, scale, etc your new texture.
** To do this in GRRLIB, you would use the GRRLIB_CompoStart(); command, build up your mii parts, and then finish with GRRLIB_CompoEnd(200, 160, texturename) which will store your resulting mii into a new image called "texturename". You could then rotate, skew, scale, etc your new texture.
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** Because of this technique, the X,Y coordinates you will see in my example below are just onto the screen so that the above Compo commands can capture the image... you could then display the resulting image wherever you wanted afterwards.
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=== Hair BG ===
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*X Pos: 230
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*Y Pos: 210
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*Image File: mii_hairbg.png
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*Rotation: 0
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*Scale: 1
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*Color: haircol[mii.hairColor]
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*Tile Number: hairbg[hairfg[mii.hairType]]
== Example ==
== Example ==